Far From Humans

Between the void and those who inhabit it

Pilot an ancient ship, descend into impossible worlds and return to a crew whose life continues without waiting for the player.

Exterior design sheet for the Voidrunner, a long asymmetrical ship covered in repairs.
The Voidrunner, 56 metres of old, specialised and repeatedly repaired structure.

Far From Humans is a narrative science-fiction adventure built between two scales: a universe almost gone, and the people who still refuse to become abstractions within it.

Pilot

Space travel should not be a loading screen disguised as a map. The player pilots the Voidrunner between planets, stations, debris fields and FTLA infrastructure. Trajectory, inertia and heat matter, without turning every manoeuvre into an orbital-engineering exam.

The ship is neither a clean fighter nor a perfect arrow. It endures. Its repairs, asymmetries and ability to read dead routes are part of the way it moves.

Descend

On foot, exploration favours real places over arbitrary corridors: fossilised wrecks, layered ports, technical infrastructure and worlds altered by phenomena they should never have survived.

Combat aims for physical and tactical clarity. Enemies communicate their functions through opening, orientation, tension and anchoring. Attacking, parrying, evading and breaking a system should change the space around the player, not merely shorten a health bar.

Return

The Voidrunner is also a home. Its crew eat, work, suffer injuries, repair things and continue their own relationships there. Some scenes happen without Drayne. Some conversations do not wait for him. Absences and gestures leave material traces.

The player should want to return not because a marker demands it, but because someone may be there.

Choose without solving the world

Decisions are not designed as a scoreboard of virtue. They move access, costs, routes, institutions and trust. Opening one passage may save a community while forcing another to wait longer.

Far From Humans does not promise to save the universe. It asks what still deserves to be connected when not everything can be.

Development status

The project is in advanced pre-production. Its vision, prologue, several locations and the Voidrunner are strongly defined, but combat, flight and progression still have to prove themselves in a playable vertical slice.

No release date has been announced. The transmissions will document what genuinely exists, including the experiments that do not survive production.